1
Choose your action type
On each turn, choose to either Work or Raid
2
Follow turn structure
Every turn follows the same pattern regardless of choice
3
Place worker at building
Place your Worker from Personal Supply onto any available Building without a Worker
4
Resolve placement action
Immediately use that Building's action once (optional)
5
Pick up different worker
Take 1 of the 3 Workers that were in the Village at the start of your turn
6
Resolve pickup action
Use that Building's action once (optional)
7
Note worker restrictions
Blue Workers cannot be placed at Stables or Chief's Tent (require Grey or Red)
8
Use the Stables
Spend 2 Silver to gain any 1 Eagle, OR spend 1 Equipment to gain any 1 Horse from the 3 faceup Animal Cards
9
Use the Barracks
Hire 1 Crew from hand by paying Silver cost and placing on Player Board, OR spend 1 Kumis to remove 2 Wounds from Crew
10
Use the Silversmith
Gain Silver from Main Supply based on Worker color
11
Use the Farm
Gain Provisions or Wagon based on Worker color
12
Use the Chief's Tent
Spend 1 Livestock to gain 2 Provisions and 1 Kumis, OR complete 1 faceup Quest
13
Use the Town Centre
Play 1 Card from hand (discard and take bottom-right action), OR use Hero's ability, OR use ability of an Eagle equipped to Crew
14
Use the Meeting Tent
Draw 2 Cards from Crew Draw Pile, OR draw 1 Card and gain 2 Kumis
15
Use the Market
Discard 1 Card to gain 2 Silver, OR discard 2 Cards to gain 1 Wagon or 1 Equipment
16
Meet raid requirements
To raid a Settlement, you must have the required Worker color, large enough Crew, and enough Provisions and Wagons
17
Place worker on settlement
Place your Worker on one of the Settlement's Worker Spots (remains for rest of game)
18
Pay raid costs
Pay required Provisions and Wagons to Main Supply
19
Spend kumis optionally
Spend Kumis to Main Supply for 1 temporary Strength per Kumis
20
Roll required dice
Roll the indicated Red and White Dice, plus Yellow Dice equal to Raid Spaces with Gold present
21
Calculate total strength
Add Kumis spent, Dice numbers, Crew/Animal Strength, and Crew ability bonuses
22
Determine raid outcome
Compare Strength to Settlement thresholds to gain VP or take Wounds
23
Collect rewards
Select 1 remaining Raid Space and take its Plunder and Worker
24
Reveal quest
If there was a Quest under collected Plunder, turn it faceup on the board
25
Assign wounds to crew
Place Wounds from Main Supply onto Crew Cards (not Heroes or Animals)
26
Track wound limits
Each Crew can take Wounds equal to their Strength; each Wound reduces Strength by 1
27
Handle crew death
If Crew at 0 Strength takes another Wound, they die—return Wounds to supply and discard Crew Card
28
Note wound permanence
Wounds cannot transfer between Crew; only removed through death, Barracks healing, or Town Centre effects
29
Observe personal limits
Players cannot have more than 8 Silver, 8 Provisions, 8 Kumis, or 8 Cards in hand at end of turn